Name: Black Tendril CrushRange: Close to Mid-RangedDice Usage: SpecialAttack Power: 250Tsukara Value: 350Warrior Affinity: SpellcasterElemental Affinity: DarknessBenefit: OffensiveDescription: Kuroi uses his dark mist to create a long tendril. This tendril whips towards a single target. If the attack hits, it knocks the victim backwards to a Far range. If this attack is chained by Defense dice, it automatically hits the defending target. After the attack has finished, Kuroi may choose whether to return the tendril or keep it extended. If Kuroi uses this attack again with the tendril extended, it deals 50 less damage, but costs 100 less Tsukara and gets +3 to the dice used because he no longer needs to create the tendril. If Kuroi is inhabiting a corpse, the tendril appears to be made of the person's flesh and extends from the corpse's back. Only those who are in touch with spirits can see the dark mist behind the illusion.

Name: Seishin Dreams- Void of NightmaresRange: Close to Mid-RangedDice Usage: SpecialAttack Power: 100 per turnTsukara Value: 500 per target; if successful, 300 per subsequent turn, per targetWarrior Affinity: SpellcasterElemental Affinity: Darkness, PsychicBenefit: OffensiveDescription: Kuroi extends a tendril of black mist at each intended target, rolling one die for each target. To those without spiritual enlightenment, these tendrils appear to be made of flesh if Kuroi is inside a corpse. If the attack is chained by Defense dice, the attack automatically hits the defending target. If the attack hits a target, the mist absorbs the target and traps them inside, pulling them Close to Kuroi. The target can see nothing but darkness, except for a mental image of Kuroi, who uses the target's helplessness and begins suffocating them with black mist. In the darkness, the target cannot move, nor can they Escape the fight. The target is Cursed while in the darkness, taking 100 damage per turn, plus regular damage from the effects of Curse. Kuroi cannot do anything besides Defend while holding a target, and automatically takes a 10 on his Defense rolls. If Kuroi takes damage while holding a target, all targets are released. The captured target can attack Kuroi, but takes a -5 to any roll targeting Kuroi, as well as damage from the Curse, and can only use Attack or Special dice. If a captured target spends 4 turns in the darkness, they go into Rage and suffer the effects (because of this, they would take 200 damage per turn, plus double the effect of Curse). If the target spends 7 turns in the darkness, they become Confused. Kuroi may release the targets at any time. If Kuroi already has a tendril extended, the initial Tsukara cost lowers by 100 and he gets +3 to the dice used against a single target. When the target is released, all status effects end. A hit target that survives will suffer from a violent cough due to the mist in his body, which can only be healed by a light or spiritual source. While the mist is inside the target's body, Kuroi can communicate telepathically with the person.

Name: Instant MimicryRange: Mimics originalDice Usage: CounterattackAttack Power: Mimics damage takenTsukara Value: Mimics original, +100Warrior Affinity: SpellcasterElemental Affinity: Darkness (with illusion mimicking original)Benefit: N/ADescription: Kuroi can analyze an oncoming attack instantly. Kuroi takes the full force of an enemy's attack, then duplicates the effects using dark mist and uses the attack himself. Kuroi can target and use the counterattack as if it were the original. The weapons and/or elements used in the attack are mimicked and made of black mist, which can be observed in its true form by spiritually enlightened characters. Because Kuroi is mimicking not only the visual effects but the physical as well, all status effects and damage is dealt the same as it was to Kuroi, whether the target can see through the illusion or not.

Plus Host's Techniques

Last edited by fabre on January 31st 2010, 5:44 pm; edited 1 time in total

~For Seishin Dreams I wasn't sure if the status effects like Rage and Confusion remain after the turn count. You said after 6 turns they become Confused but are they still inflicted with Rage? Also, at the bottom is says Plus Host's Techniques. Are these just more techniques that will be added later or are can you also use the techniques of others? I just wanted to be sure.

The status effects in Seishin Dreams compound on one another. For example, after 6 turns, the target would be Confused, inflicted with Rage, and Cursed.The host's techniques are the techniques of the corpse Kuroi is currently inhabiting, copied by Corpse Mimicry. To make things easy, I made lists of Kuroi's permanent techniques and abilites, and planned on making a list of temporary techniques and abilites Kuroi was mimicking, so that people wouldn't have to search all over to find other characters' pages. This permanent move list will be updated whenever Corpse Mimicry's 2nd ability kicks in and he permanently memorizes a new ability. I'll make the temporary move list as soon as Kuroi possesses his first combat-effective victim.